Minecraft simulation game for Car mechanics Erasmus Project

General information for the Minecraft simulation game for Car mechanics Erasmus Project

Minecraft simulation game for Car mechanics Erasmus Project
September 14, 2022 12:00 am
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Project Title

Minecraft simulation game for Car mechanics

Project Key Action

This project related with these key action: Cooperation for innovation and the exchange of good practices

Project Action Type

This project related with this action type : Partnerships for Digital Education Readiness

Project Call Year

This project’s Call Year is 2020

Project Topics

This project is related with these Project Topics: ICT – new technologies – digital competences; New innovative curricula/educational methods/development of training courses; Open and distance learning

Project Summary

It is true that Europe had to quickly adjust to the new reality in education, that the COVID-19 pandemic brought. To cope with this situation, schools had to quickly adapt and deliver courses and training remotely, something that was not always executed successfully, since neither teachers nor students were prepared for the transition.
The main reason why Carcraft project was formed was to provide a response to the COVID-19 situation, which has affected VET education mostly. VET education relies more on hands on experience and WBL than theoretical education. COVID-19 has caused temporary lock downs in March, for the majority of European countries, which meant that schools had to be closed and student’s had to rely on digital resources to follow classes.
The project CarCraft comes to fulfill the above identified needs, by assisting the modernisation and digital transformation of VET education, through the creation of a virtual game based on the minecraft world, especially designed for automotive mechanics VET courses.
The specific objectives of the project are:
-To increase the digital education readiness of the VET schools involved in the project
-To train the trainers on how to utilize simulation games to enhance their teaching
-To help VET students, who can not attend face to face classes (eg. due to COVID 19 infection), continue with their education, so that they do not feel excluded or left behind
-To raise awareness about the future of digital education
The target groups of the project are VET organisations, VET students and VET educators.
CarCraft project will be implemented by 6 organisations, from 5 different countries: UK, Greece, Netherlands, Cyprus and Hungary. Partners participating in this project, wanted to equip their education institutions and training systems, in order to face challenges presented by COVID and the sudden shift to online and distance learning. Our goal thus, is to modernise the education provided in VET education, by providing high quality, engaging and inclusive digital education. The means to do so, will be by providing an online simulation game, for car mechanics, based on the popular game Minecraft.
The CarCraft project will produce a simulation game for VET learners. The game will be based on the minecraft world (education edition), an already existing and popular online game. The Carcraft simulation game will be enhanced with car tuning challenges, especially designed for the students who follow automotive mechanics classes. The students will have to identify problems, build their own cars and implement corrective measures. To achieve this, a learning methodology will be created and learning outcomes will be applied in the car tuning challenges that will be described and transferred into the simulation game. Resource packs and modifications software programmes will be created, which will be then uploaded on the minecraft game.
Furthermore, a manual and lesson plans will be created, addressed to VET teachers, on how to integrate the game into their classes.
General results of the project are:
Capacity building of VET teachers on using innovative digital tools in their classrooms, to teach classes that usually require practical exercises.
Awareness raising on the benefits of utilising digital education tools, to engage the students and provide alternative solutions for teaching and learning, in crisis situations like COVID.
Contribution to the digital education readiness of VET schools, which are going to be equipped with alternative solutions in case of a new lock down.
Contribution to the general development of digital skills of students and teachers.
Engagement of students to continue their education and training through digital tools even in periods of lockdown.
The project is expected to have major impact on participants, the target group, participating organisation, stakeholders as well as impact at local, regional, national and European level. The project will facilitate the implementation of the digital education action plan (2021-2027), for the provision of high quality, inclusive and accessible digital education in Europe, since it will support the digital transformation plans at VET education and training through an Erasmus cooperation project. In particular, it will facilitate the 1st priority (Fostering the development a high-performing digital education ecosystem) by creating digitally by creating competent and confident teachers and education and training staff offering high-quality learning content, user-friendly tools and secure platforms which respect privacy and ethical standards. It will also support eh 2nd priority (Enhancing digital skills and competences for the digital transformation) by building basic and advanced digital skills to participants, which also ensures that girls and young women are equally presented.

EU Grant (Eur)

Funding of the project from EU: 263015 Eur

Project Coordinator

MIDDLESEX UNIVERSITY HIGHER EDUCATION CORPORATION & Country: UK

Project Partners

  • Intercollege
  • ATERMON B.V.
  • AINTEK SYMVOULOI EPICHEIRISEON EFARMOGES YPSILIS TECHNOLOGIAS EKPAIDEFSI ANONYMI ETAIREIA
  • IIEK DELTA
  • TREBAG SZELLEMI TULAJDON- ES PROJEKTMENEDZSER KORLATOLT FELELOSSEGU TARSASAG